Penerapan Teknologi Augmented Reality Dalam Pengenalan Struktur Hardware Komputer Pada Media Pembelajaran Untuk Meningkatkan Minat Belajar Siswa SMK TKJ
DOI:
https://doi.org/10.21111/fij.v7i1.6432Keywords:
development, learning media, interest in learning, Augmented Reality, Research and Development, Aiken's V test, paired t-test.Abstract
AbstrakPandemi Covid-19 menyebabkan pembelajaran harus dilakukan secara mandiri dan mengkibatkan keterbatasan media siswa sehingga siswa membutuhkan sebuah media pembelajaran yang dapat membantu dalam memahami materi. Aplikasi berbasis augmented reality menjadi salah satu opsi agar pembelajaran dapat diakses secara offline. Tujuan dari penelitian ini yaitu untuk menguji dampak yang ditimbulkan dari pembelajaran seperti ini dan mengetahui tingkatan minat belajar siswa pada kelas X TKJ di SMK PGRI 2 Malang. Penelitian menggunakan model Research and Development, pembuatan aplikasi menggunakan Adobe XD, unity, dan Vuforia. Metode pengumpulan data melalui kegiatan observasi, wawancara dan pemberian kuesioner pada siswa. Data penelitian yang didapatkan dianalisis dengan metode uji Aiken’s V dengan hasil rata-rata sebesar 0,635 oleh ahli media, 0,822 oleh pengguna, dan sebesar 0,722 oleh ahli materi dengan kategori keseluruhan media dan materi layak digunakan. Hasil analisis peningkatan minat belajar siswa menggunakan metode paired t-test didapatkan jumlah nilai pre-test 606 dengan rata-rata 30,3 dan mengalami peningkatan jumlah nilai post-test 436 dengan rata-rata 21,8 dengan model angka ranking yaitu semakin sedikit nilai maka semakin tinggi minat belajar siswa. Kesimpulan dari penelitian ini yaitu penerapan teknologi augmented reality untuk media pembelajaran dapat digunakan untuk meningkatkan minat belajar siswa SMK TKJ.Kata kunci: pengembangan, media pembelajaran, minat belajar, Augmented Reality, Research and Development, Uji Aiken’s V, paired t-test.Abstract[Application of Augmented Reality Technology in Recognition of Computer Hardware for Learning Media to Increase Learning Interest in SMK TKJ Students] The Covid-19 pandemic causes learning to carried out independently and limitations of students media. Students need a learning media that can help to understanding the material. Augmented reality are an option to help students learn. The purpose of this study is to examine the impact of using augmented reality and knowing student interest in learning at class X TKJ at SMK PGRI 2 Malang. The research uses the Research and Development, model of making applications using Adobe XD, unity, and Vuforia. Data collection methods are observation, interviews, and giving questionnaires. The research data were analyzed by Aiken's V method for media testing by experts with average results of 0.635 and 0.822 by users, 0.722 by material experts that overall category are suitable for use. The results is increasing student interest in learning with the Paired t-test method obtained of Pre-test scores of 606 with an average of 30.3 then increase in Post-test to 436 with an average of 21.8 with a ranking number model that the fewer scores the higher the student's interest in learning. The conclusion of this study is that the application of Augmented Reality technology for learning media can be used to increase student interest in learning.Keywords: development, learning media, interest in learning, Augmented Reality, Research and Development, Aiken's V test, paired t-test.References
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